3. When you start clicking between the different line functions, you'll be able to really see what's going on.

2. Inset a key into this line. right click > insert key > then hold middle mouse button﻿and press 'i'﻿Now when you click and drag the line you'll see where it was.

Having the Buffer Curve there to go back to means you can really play with how that ball roles without fear of loosing how you once had it.

More than one object Animated1. Try adding another rolling ball. Put it just above the first and animate it in the same way.

2. Select both objects and in Graph Editor. Notice how it's hard to tell which is which. let's change the color

3. Select one curve >﻿ edit >change color curve﻿

If you put markers, in the side view, at each of the frame points you can see how the balls are moving.Wider Gaps = Faster MovementSmall gaps = Slower Movement

breaking and unifying tangents

All tangents used so far have been unified. When you click on a point in the graph editor, you see the handle which you can move to change the line. That handle is in a straight line and edits in both direction.To only edit in one, you need to break the tangent.

Unified Tangent

To go back to unified tangents. First click Auto Tangents

Then click unify tangents

Broken Tangent(different colors)

You can break a tangent by selecting on the point and then clicking the button above on the left.

Fast Ins and fast outs

Until now the ball has always started from still. Now lets make it look like it comes in fast.

1. Begin with your normal ball roll. Insert a key in the very middle and with the tangents unified, turn the tangent horizontal.

2. Now on either end break the tangents and angle them to make the line curve in the other direction.

3. You can see the buffer line showing the previous state and the slow in now you have change it to a slow in and out. But whats the problem now?

4. How do we change that? Well you do exactly the same but in your rotation line in the graph editor. If you were working in translate z before, now your in rotate z! And Taadaa!

editing the weights of the tangents

They give you control of the weight of the tangent (the angle of the curve).

1. Start with your ball and long slow in, quick in the middle and a long slow out. Click on your rotate line and choose a point. See how the handle are equal? That means they are non-weighted

When you move them, see how the curve moves from the middle3. For more freedom yet. Go to Free tangent weights and you''ll have complete flexibility!

2. Click Curves > Weighted tangents

Now the longer end will control the curve closer to the point

4. try breaking the tangents and playing with it.

Scaling tools in graph editor

Learning Target: - Lengthen or shorten the length of a shot- Change the amount of movement within a shot- Repeat an action

Changing the length of shotWhy this is better than moving around your keys to change the length of a shot. Is because you can select all and everything will stay relative. This important and may be more useful to you!!There are two main ways to scale the keys...

1. Select all the rotate and translate curves

3. If you grab the right marker and drag to the left along the time line and you'll make the entire movement shorter. Everything will be relativeHowever, notice that your keys in the timeline will move to mid frame - this is bad!! For now, when your starting it's much better to snap to whole frames

2. Select the Region Tool: Scale or Move Keys

4. to snap to whole frames edit > snap ....that's better!!

Changing the Movement within the ShotYou can do the exact same thing and change how much your object moves across a space when you select the translate curves only!

left mouse button = scale middle mouse button = move

Scaling over timeUsing Scale 'r' you can select your entire curve and see how it changes when you move? Everything is relative! You can also select a middle key in your curve and it will scale from the center.

cut and paste

paste connect will make your values relative to what ever you're pasting.Let's increase the distance you make you ball move.

Here you see the translate z select and the ball moves to frame 46, only half of the shot.1. Select the curve andedit > copy2. Edit > paste preferences

See there's a check box by connect?

If that connect box is not checked. The curve will look like this..

Everything is copied directly and you will just have the same movement twice. Useful on day but not today!!

3. So check it, apply and there you are!

Another Useful time to use this

This can be helpful when you're working out a shot, trying to see where your objects will go and ho they'll move without putting in a lot of extra time and effort.

1. Go back to your regular ball roll and select the translate z and rotate x curves. Make sure they are selected.

These buttons continue your lines for infinity. You can see where a character would come from before they arrive

Here I've selected the pre-infinity cycle

Exercise: Have you ball move through infinity and complete a roll using different timings, a quick-in and a Slow-out.

- Save your file 'nickname_infinity roll'

Lucky you, this assignment is ungraded. Just want sure you have these tricks under your belt for later.